Preserve instance groups during leader absence and travel

This commit is contained in:
Nico committed 2026-11-04 01:13:53 +01:00
1 parent 65e4abb0b9
commit f8ee1d0ff6
5 files changed
+90 -3

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@@ -2217,6 +2217,33 @@ bool AdventureBehaviorMgr::ProtectGroupLeave(Player* player) const
r.State==Phase::Handover;
}
bool AdventureBehaviorMgr::ProtectInstanceGroupLeave(Player* player) const
{
auto group=player->GetGroup();
if(!group)return false;
auto now=GameTime::GetGameTime();
for(auto reference=group->GetFirstMember();reference;reference=reference->next())
{
auto member=reference->GetSource();
if(!member || !member->IsInWorld())continue;
// The leader can already be waiting inside while late members travel.
// This also covers human leaders without an AdventureBot record.
if(member->GetMap()->IsDungeon())return true;
auto it=_records.find(member->GetGUID().GetCounter());
if(it==_records.end())continue;
auto const& r=it->second;
if(r.Instance.Active)
{
if(r.Instance.Stage!=AdventureInstancePolicy::Phase::Rest)return true;
continue;
}
if((r.Intent=="raid" || r.Intent=="instance") && r.Deadline>now)
if(auto location=sAdventureLocationMgr->Find(r.Location))
if(location->InstanceMap)return true;
}
return false;
}
void AdventureBehaviorMgr::InterruptForInteraction(Player* player)
{
InterruptForCombat(player);
@@ -43,6 +43,7 @@ public:
std::string InteractionIntent(Player* player) const;
std::string InteractionSchedule(Player* player);
bool ProtectGroupLeave(Player* player) const;
bool ProtectInstanceGroupLeave(Player* player) const;
private:
bool EditPlan(ChatHandler* handler, std::string const& args);
enum class Phase {Idle, Travel, OnSite, Switching, Handover, WaitingGroup};
@@ -179,6 +179,8 @@ bool AdventureInteractionMgr::Update(Player* p,uint32 diff)
if(protectedFormation){r.LastActivity=now;r.AfkSince=0;r.Schedule=sAdventureBehaviorMgr->InteractionSchedule(p);}
bool protectedTravel=sAdventureGroupTravelMgr->Protected(p) || p->isUsingLfg() || p->InBattlegroundQueue() || p->InBattleground();
if(protectedTravel){r.LastActivity=now;r.AfkSince=0;}
bool protectedInstance=sAdventureBehaviorMgr->ProtectInstanceGroupLeave(p);
if(protectedInstance){r.LastActivity=now;r.AfkSince=0;}
if(!protectedFormation && !protectedTravel && AdventureInteractionPolicy::CanLeave(p->IsAlive(),p->IsInCombat(),p->GetMap()->IsDungeon(),p->GetTransport() || p->IsInFlight() || p->IsFlying()))
{
if(r.Schedule!=sAdventureBehaviorMgr->InteractionSchedule(p))
@@ -186,8 +188,8 @@ bool AdventureInteractionMgr::Update(Player* p,uint32 diff)
r.Schedule=sAdventureBehaviorMgr->InteractionSchedule(p);
if(!sAdventureGroupMgr->PlannedTransition(p) && frand(0,1)>=Loyalty(p)){Leave(p,r,"intent-change");return false;}
}
if(sAdventureGroupTravelMgr->Separated(p)){Leave(p,r,"leader-distance");return false;}
if(AdventureInteractionPolicy::LeaderExpired(now,r.AfkSince?r.AfkSince:r.LastActivity)){Leave(p,r,"leader-afk");return false;}
if(!protectedInstance && sAdventureGroupTravelMgr->Separated(p)){Leave(p,r,"leader-distance");return false;}
if(!protectedInstance && AdventureInteractionPolicy::LeaderExpired(now,r.AfkSince?r.AfkSince:r.LastActivity)){Leave(p,r,"leader-afk");return false;}
}
// Existing warrior executor supplies damage assistance. Roles/healing
// deliberately remain a later profile-driven extension.
@@ -58,7 +58,7 @@ unsigned urand(unsigned a,unsigned){return a;}float roll=0;float frand(float,flo
namespace ObjectAccessor {std::unordered_map<ObjectGuid,Player*> players;Player*FindPlayer(ObjectGuid id){auto it=players.find(id);return it==players.end()?nullptr:it->second;}}
struct Profile {std::string Locale="deDE";std::unordered_map<std::string,float> Personality;};
struct Lua {std::unordered_map<unsigned,Profile> profiles;Profile const*GetAdventureProfile(unsigned id){auto it=profiles.find(id);return it==profiles.end()?nullptr:&it->second;}}lua;auto sClientlessLuaEngine=&lua;
struct Behavior {int interrupts=0;bool protectGroupLeave=false;std::string intent="social",schedule="social:inn";std::string InteractionIntent(Player*){return intent;}std::string InteractionSchedule(Player*){return schedule;}bool ProtectGroupLeave(Player*)const{return protectGroupLeave;}void ResumePersonalPlan(Player*){}void InterruptForInteraction(Player*){++interrupts;}}behavior;auto sAdventureBehaviorMgr=&behavior;
struct Behavior {int interrupts=0;bool protectGroupLeave=false,protectInstance=false;std::string intent="social",schedule="social:inn";std::string InteractionIntent(Player*){return intent;}std::string InteractionSchedule(Player*){return schedule;}bool ProtectGroupLeave(Player*)const{return protectGroupLeave;}bool ProtectInstanceGroupLeave(Player*)const{return protectInstance;}void ResumePersonalPlan(Player*){}void InterruptForInteraction(Player*){++interrupts;}}behavior;auto sAdventureBehaviorMgr=&behavior;
struct Combat {bool busy=false;int assists=0;bool Busy(Player*){return busy;}bool Assist(Player*,Unit*){++assists;return true;}}combat;auto sAdventureCombatMgr=&combat;
struct ClientlessAction{std::string Name;std::unordered_map<std::string,std::string> Parameters;};
struct Core {time_t activity=0;int queued=0;time_t LastActivity(ObjectGuid){return activity;}bool QueueAction(unsigned,ClientlessAction){++queued;return true;}}core;auto sClientlessPlayerMgr=&core;
@@ -133,6 +133,17 @@ int main(){
mgr._records.clear();behavior.protectGroupLeave=true;behavior.schedule="groupformation:meeting";leader.afk=true;
tick(8000);behavior.schedule="instance:dungeon";tick(9000);assert(bot.group);
behavior.protectGroupLeave=false;leader.afk=false;behavior.schedule="adventure:road";tick(9001);assert(!bot.group);bot.group=&group;
// Instance travel/inside protects late arrivals from both AFK and distance.
mgr._records.clear();behavior.schedule="raid:instance";behavior.protectInstance=true;
leader.afk=true;groupTravel.separated=true;tick(10000);tick(12000);assert(bot.group);
// Explicit intent changes retain their existing behavior.
behavior.schedule="profession:city";tick(12001);assert(!bot.group);
bot.group=&group;behavior.schedule="raid:instance";tick(13000);
behavior.protectInstance=false;leader.afk=false;groupTravel.separated=false;
tick(13599);assert(bot.group);tick(13600);assert(!bot.group);
bot.group=&group;behavior.protectInstance=true;groupTravel.separated=true;tick(14000);
behavior.protectInstance=false;tick(14001);assert(!bot.group);
bot.group=&group;groupTravel.separated=false;
// Explicit diagnostic leave uses ordinary safe-state guards.
bot.combat=true;assert(!mgr.RequestLeave(&bot)&&bot.group);bot.combat=false;
assert(mgr.RequestLeave(&bot)&&!bot.group);
@@ -0,0 +1,46 @@
"""Run the production group-wide instance leave protection predicate."""
from pathlib import Path
import subprocess,tempfile
root=Path(__file__).resolve().parents[2]
s=(root/"src/server/game/World/AdventureBehaviorMgr.cpp").read_text()
a=s.index("bool AdventureBehaviorMgr::ProtectInstanceGroupLeave(")
b=s.index("void AdventureBehaviorMgr::InterruptForInteraction",a)
code=r'''
#include "AdventureInstancePolicy.h"
#include <cassert>
#include <unordered_map>
#include <string>
using uint32=unsigned;
namespace GameTime{time_t GetGameTime(){return 1000;}}
struct Group;
struct Map{bool dungeon=false;bool IsDungeon()const{return dungeon;}};
struct Guid{unsigned id;unsigned GetCounter()const{return id;}};
struct Player{unsigned id;Group* group=nullptr;Map map;bool online=true;bool IsInWorld()const{return online;}Group* GetGroup(){return group;}Map* GetMap(){assert(online);return &map;}Guid GetGUID(){return {id};}};
struct Reference{Player* player=nullptr;Reference* following=nullptr;Player* GetSource(){return player;}Reference* next(){return following;}};
struct Group{Reference* first=nullptr;Reference* GetFirstMember(){return first;}};
struct Location{unsigned InstanceMap=671;} location;
struct Locations{Location const* Find(std::string const& key){return key=="instance"?&location:nullptr;}} locations;auto sAdventureLocationMgr=&locations;
struct AdventureBehaviorMgr{struct Record{AdventureInstancePolicy::Visit Instance;std::string Intent,Location;time_t Deadline=0;};std::unordered_map<unsigned,Record> _records;bool ProtectInstanceGroupLeave(Player*)const;};
'''+s[a:b]+r'''
int main(){AdventureBehaviorMgr m;Player late{1},leader{2};assert(!m.ProtectInstanceGroupLeave(&late));
Reference second{&leader,nullptr},first{&late,&second};Group group{&first};late.group=leader.group=&group;
assert(!m.ProtectInstanceGroupLeave(&late));leader.map.dungeon=true;
assert(m.ProtectInstanceGroupLeave(&late)); // human leader inside, no behavior record
leader.online=false;assert(!m.ProtectInstanceGroupLeave(&late));leader.online=true;leader.map.dungeon=false;
auto& r=m._records[2];r.Instance.Active=true;
for(auto phase:{AdventureInstancePolicy::Phase::Travel,AdventureInstancePolicy::Phase::Preparing,AdventureInstancePolicy::Phase::Entering,AdventureInstancePolicy::Phase::Inside,AdventureInstancePolicy::Phase::Returning}){
r.Instance.Stage=phase;assert(m.ProtectInstanceGroupLeave(&late));}
r.Instance.Stage=AdventureInstancePolicy::Phase::Rest;r.Intent="raid";r.Location="instance";r.Deadline=2000;
assert(!m.ProtectInstanceGroupLeave(&late)); // finished visit must not retain protection
r.Instance.Active=false;assert(m.ProtectInstanceGroupLeave(&late)); // pending retry/en-route
r.Intent="instance";assert(m.ProtectInstanceGroupLeave(&late));
r.Deadline=1000;assert(!m.ProtectInstanceGroupLeave(&late));
r.Deadline=2000;r.Location="unknown";assert(!m.ProtectInstanceGroupLeave(&late));
r.Location="instance";r.Intent="profession";assert(!m.ProtectInstanceGroupLeave(&late));
first.following=nullptr;assert(!m.ProtectInstanceGroupLeave(&late));}
'''
with tempfile.TemporaryDirectory(prefix="vcore-instance-group-protection-") as d:
p=Path(d);(p/"test.cpp").write_text(code)
subprocess.run(["c++","-std=c++17","-I"+str(root/"src/server/game/World"),str(p/"test.cpp"),"-o",str(p/"test")],check=True)
subprocess.run([str(p/"test")],check=True)
print("Instance group protection: travel/preparing/entering/inside/return, human leader, offline, retry, expiry and finished visit PASS")